Neat! I love the tool, very easy to use, will help a lot because endlessly loading minetest to look at your biome changes is not fun.

TenPlus1 wrote:All ideas are welcome for testing and best results may make it into the mod itself...

I was thinking of using the new floatlands for Ethereal biomes and leaving the current v7 biomes for ground level since a lot of work has gone into changing default biomes, but this would be a huge task.

Ain't that the truth. I've been toying with ethereal + minetest game + 30biomes and building a lush tropical world with snow restricted to just the mountain tops.

Other tricks I like are having the "treeline" start a few blocks higher than the biome itself, so you have a few blocks of undergrowth before the trees start, it smooths things out more. I'm also trying to establish sensible "border biomes" to smooth out the more extreme climate changes (going from glacier straight to rainforest, for example). I haven't had much luck with that yet.

When I found the vertical_blend setting I also found this for biome definitions, thinking of using that to add polar regions to the very edges of the map (not tested yet):

I started a new ethereal NG world a few days ago on a testing server and find it very nice. Because I don't like the flying rocks of the mapgenv7 I decided to use mapgenv6. What is the difference when I use v6 instead of v7 about the features of this mod?

second thing is: I am looking for a compatible and easy to use mobs mod (monsters and animals) for my new world. what do you suggest to use? Now when at the beginning of this wolrd, it's easy to decide wich one, later it will become more difficult ;)

atorian37 wrote:I started a new ethereal NG world a few days ago on a testing server and find it very nice. Because I don't like the flying rocks of the mapgenv7 I decided to use mapgenv6. What is the difference when I use v6 instead of v7 about the features of this mod?

atorian37 wrote:second thing is: I am looking for a compatible and easy to use mobs mod (monsters and animals) for my new world. what do you suggest to use? Now when at the beginning of this wolrd, it's easy to decide wich one, later it will become more difficult ;)

I would suggest you to use TenPlus1's Mobs redo, works out of the box (I use ethereal + mobs redo for testing purpose, easy to set up).

I'm just trying out Ethereal and have a question about the new trees that have been added.As I understand it, the trees grow only on the respective soil of the biomes. Therefore, it would not be possible to grow a tree elsewhere, as these soils are not producible or degradable.

In my case, I switched off the mushroom forests. However, a recipe could still produce a mushroom seedling if needed, but it would never grow.

Crafting a crystal shovel gives the player soft touch to pick up different soils intact to grow saplings away from it's original biome, plus you could use my bonemeal mod to quickgrow saplings and crops on any dirt :)

I have a HUGE HUGE request. :3 (pleeeeze)Sakura biome. The trees could be reddish on the exterior and pink in the middle, so there can be pink wood, perhaps. The leaves could possibly resemble pink flowers. The dirt would be Dirt with Blossoms, similar to Prairie Dirt but with Sakura blossoms or petals littering the top. There could be pink, white, and lavender flowers/plants growing naturally.

I cannot get a white sakura to spawn at all. After I chopped down enough trees, I went to the mod source itself, and changed the condition from "white == 1" to "white < 11", which should always be true so that, as I expected, a white sakura would spawn every time. None did. It's still the default ones.

I thought it was because the replacement table syntax wasn't correct (you had {{"ethereal:sakura_leaves", "ethereal:sakura_leaves2"}} where it should be {["old_nodename"] = "new_nodename", ... } — but it made no difference.

"**Warning**: Once you have loaded a schematic from a file, it will be cached. Future calls will always use the cached version and the replacement list defined for it, regardless of whether the file or the replacement list parameter have changed. The only way to load the file anew is to restart the server."

Maybe that's it?

I copied sakura.mts to sakura2.mts and hardcoded the replacement table → got a white sakura. But I still cannot change what happens when sakura.mts is used. However, with this code it works as expected):

Dude, it's hard to deny that the higher the elevation, the lower the chances of finding a large area of relatively flat land. When bamboo was beginning in the low elevation, the game generated vast, rather flat, forests of bamboo and bamboo bush. With current increased elevation, however, such a thing would only be possible if a plateau is generated within a bamboo biome, which is a considerably more rare occasion. Otherwise, bamboo will be encountered in uneven elevated terrain — basically, bamboo hills and cliffs, as opposed to bamboo plains.

Fence gates were added to doors mod in Minetest 0.4.16 if I remember, and Ethereal takes advantage of this function when adding all the wooden fences and gates for each new tree... Please make sure you are using a new version of minetest.